Would you guys be okay with a mod that doesn't have lip sync

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CamBen
973 Posts
Posted Jul 21, 2014
(^The title^)
Since nobody ever helped me on my previous question about using faceposer for portal 2, and source filmmaker is out of the question, I'm seriously considering just having Cave johnson in my Portal 2 Sourcemod non-lipsynced. I can't commit extraction and I can't rebuild scenes.image. i've already verified my cache and installed speech sdk... and everything....

basically would you guys be okay with the one cinematic cutscene in the mod not having lipsyncing?

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Gemarakup
1,183 Posts
Posted Jul 22, 2014
Replied 1 hour later
I guess. It's not such an important detail.
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Ciirulean
40 Posts
Posted Jul 22, 2014
Replied 8 minutes later
I've found that people who try to pull off really big and/or cool cinematic events in their mods, without actually having the proper resources or talents (e.g. models, voicework, animations) often only succeed in ruining the player's immersion and/or making their mod as a whole look worse.

Two great examples of this are The Citizen and 1187.

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CamBen
973 Posts
Posted Jul 22, 2014
Replied 2 hours later
I'm just fine at making the animations, map, and sounds. This would only be one part of the mod, and I basically have no other option.
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FelixGriffin
2,680 Posts
Posted Jul 22, 2014
Replied 3 hours later
I'd be fine with it, as a modder who has attempted to get humans into Portal 2 before.
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CamBen
973 Posts
Posted Jul 22, 2014
Replied 6 hours later
Oh, Felix, if you want, I can convert all the humans from hl2 and upload them here for you, cause I figured out how now.
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FelixGriffin
2,680 Posts
Posted Jul 22, 2014
Replied 45 minutes later
You did? HOW?!

Did it involve decompiling the .ANI files somehow? Those seemed to be the problem, but I couldn't find a decompiler that would work on them.

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CamBen
973 Posts
Posted Jul 22, 2014
Replied 2 hours later
All you need to do is decompile every model with crowbar after moving them to your portal 2 directory, then recompile it again.
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boctroy
51 Posts
Posted Jul 23, 2014
Replied 21 hours later
Are you able to use them as the actual charactor, or would they just be models with animations?
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CamBen
973 Posts
Posted Jul 23, 2014
Replied 2 hours later

boctroy wrote:
Are you able to use them as the actual charactor, or would they just be models with animations?

wait what do you mean by that? if you're asking if i have cave johnson work as an actual human generic entity, then yes. otherwise i don't know what you mean.

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boctroy
51 Posts
Posted Jul 23, 2014
Replied 13 minutes later

CamBen wrote:
Oh, Felix, if you want, I can convert all the humans from hl2 and upload them here for you, cause I figured out how now.

When you said this, does that mean that you could use these guys from hl2 in the place of chell? For example, in the picture to the left i was able to play as link.
Sorry for the confusion.

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CamBen
973 Posts
Posted Jul 23, 2014
Replied 20 minutes later
oh ok. well no, simply because they have a completely different set of animations.
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boctroy
51 Posts
Posted Jul 23, 2014
Replied 2 minutes later
Ok, thats unfortunate, i was hoping that you found an easier way to get chell alternatives into portal 2 than the long process that i used for Link.
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tile
380 Posts
Posted Jul 25, 2014
Replied 1 day later
i have no clue what cutscene cave would be in here, but a workaround that wouldnt look as strange is if he was wearing a gas mask or similar to cover his mouth, but it depends on the story. if he is at his desk, another workaround would be to have the camera view be such that his mouth is hidden behind a lamp or monitor on his desk. or even view him from behind. just dont show his mouth while he speaks, it looks too weird if there's no lip sync.
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CamBen
973 Posts
Posted Jul 25, 2014
Replied 4 hours later
UnfortunatelY I can't do the gas mask workaround cause of the specific story... I'm probably going to put it off till later, then once I need it, I'll see if I can storyboard it and the commission someone else to make it in SFM or something.